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public interface GLArrayData
The total number of bytes hold by the referenced buffer is: getComponentSize()* getComponentNumber() * getElementNumber()
Method Summary | |
---|---|
void |
destroy(GL gl)
|
Buffer |
getBuffer()
The Buffer holding the data, may be null if a GPU buffer without client bound data |
int |
getComponentCount()
The number of components per element |
int |
getComponentSizeInBytes()
The component's size in bytes |
int |
getComponentType()
The component's GL data type, ie. |
int |
getElementCount()
The current number of used elements. |
int |
getIndex()
The index of the predefined array index, see list below, or -1 in case of a shader attribute array. |
int |
getLocation()
Returns the shader attribute location for this name, -1 if not yet determined |
String |
getName()
The name of the reflecting shader array attribute. |
boolean |
getNormalized()
True, if GL shall normalize fixed point data while converting them into float |
int |
getSizeInBytes()
The currently used size in bytes. In case the buffer's position is 0 (sealed, flipped), it's based on it's limit instead of it's position. |
int |
getStride()
|
int |
getVBOName()
The VBO name or 0 if not a VBO |
long |
getVBOOffset()
The VBO buffer offset or 0 if not a VBO |
int |
getVBOTarget()
The VBO target or 0 if not a VBO |
int |
getVBOUsage()
The VBO usage or 0 if not a VBO |
boolean |
isVBO()
Determines whether the data is server side (VBO) and enabled, or a client side array (false). |
boolean |
isVertexAttribute()
Returns true if this data set is intended for a GLSL vertex shader attribute, otherwise false, ie intended for fixed function vertex pointer |
void |
setLocation(int v)
Sets the determined location of the shader attribute This is usually done within ShaderState. |
void |
setName(String newName)
Set a new name for this array. |
String |
toString()
|
Method Detail |
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boolean isVertexAttribute()
int getIndex()
GLPointerFunc.GL_VERTEX_ARRAY
,
GLPointerFunc.GL_NORMAL_ARRAY
,
GLPointerFunc.GL_COLOR_ARRAY
,
GLPointerFunc.GL_TEXTURE_COORD_ARRAY
String getName()
void setName(String newName)
int getLocation()
void setLocation(int v)
ShaderState.vertexAttribPointer(GL2ES2, GLArrayData)
boolean isVBO()
long getVBOOffset()
int getVBOName()
int getVBOUsage()
GL2ES2.GL_STREAM_DRAW
, GL.GL_STATIC_DRAW
or GL.GL_DYNAMIC_DRAW
int getVBOTarget()
GL.GL_ARRAY_BUFFER
or GL.GL_ELEMENT_ARRAY_BUFFER
Buffer getBuffer()
int getComponentCount()
int getComponentType()
int getComponentSizeInBytes()
int getElementCount()
On element consist out of getComponentCount()
components.
int getSizeInBytes()
boolean getNormalized()
int getStride()
String toString()
toString
in class Object
void destroy(GL gl)
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